Hello! We are Project Amindale, and we're looking for team members to join us in creating our game! Amindale is an RTS that we are building in the Unreal engine. It takes place in the low-fantasy setting of Amindale, a region with a large helping of dark magic heaped over a troubled political history, though expansion into…
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Its hard to read the scale of the model The low perspective conveys a sense of "large scale" but the metal bars (red) make it look kinda small, it reminds me of metal bumpers you put on cars. Why would you need a bumper on the top of the model if its enormous? The detail on the leg look like some kind of access hatch which…
Blaisoid&Computron: Thanks! I'm going to try and have a big update done by the end of the weekend-- I want to get some ground textures in, get a bunch of foliage, and get at last partway through updating the main mill structure to use the new brick style. After that, I'll need to add or finish some debris pieces, finish…
Yeah, thats exactly the kind of quality I am looking for. I guess the question would be, how easy is it to redirect topology once a shape is established with the sculpt tool (I'd love to be able to start from a sphere, push and pull stuff around, and then "retopo" the base level accordingly). I'll just have to try it :) If…
Finished the materials for all the different faces. Now working on the oscillation of the strings. Actually pretty straightforward-followed a blender tutorial using an Fcurve sin wave. Now im thinking about all the different possible states of a string for the animator logic in Unity. A string can either be openly…
1. Ears should connect flat against the jaw 2. Needs more cheekbone and more defined separation between the front and side; he looks old, so you can see he is quite gaunt around the zygoma region. 3. Corner of the eyes need more depth, seems rather flat. I would also pay attention to his upper eyelid seems kinda lumpy and…
You should use official statuettes to figure out how the faces of anime characters are shaped in a three dimensional form. The features are often far more stylized to keep the overall look simple, clean and smooth. IE…
Hi ! :) I'm glad you like my work. Thanks for your feedbacks, it helps a lot ! :\ I took note of everything you said. Here's a first try to improve the scene - New floor texture - Made the cyan stone more bluish. - Smudged a lot of '1 pixel sized' details on the props to improve the readability - Tweaked a bit the wall…
Concave floaters have the tendency to exacerbate problems with projections for your normals bake and the AO can show up incorrect as well. The way I get around it is to model my shapes first, use the knife tool, and cut a hole, align the item with its new concave section, select both the border edges and use the bridge…